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Connecting with kids: So what's new?

  • Lori L. Scarlatos
  • , Amy S. Bruckman
  • , Allison Druin
  • , Mike Eisenberg
  • , Molly Lenore
  • , Oren Zuckerman
  • Georgia Institute of Technology
  • University of Maryland, College Park
  • University of Colorado Boulder
  • American Museum of Natural History
  • Massachusetts Institute of Technology

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

From pre-schools to high schools, at home and in museums, the educational community has embraced the use of computers as a teaching tool. Yet many institutions will simply install what everyone else is using without questioning how technology can be best used to enhance education. For this panel, we have assembled a broad range of researchers and practitioners who are on the forefront of using computers to teach kids in novel ways. Each panelist will summarize their approach with examples of projects that they believe will demonstrate what's new. We will then have videotaped children pose their toughest educational challenges to the panelists. Panelists will answer by talking about how they would meet these challenges. Finally, attendees will get to vote for their favorite solution. This will expose the CHI audience to a range of educational challenges, with a taste of the different ways that these problems can be solved.

Original languageEnglish
Title of host publicationCHI'05 Extended Abstracts on Human Factors in Computing Systems, CHI EA'05
Pages1172-1173
Number of pages2
DOIs
StatePublished - 2005
EventConference on Human Factors in Computing Systems, CHI EA 2005 - Portland, OR, United States
Duration: Apr 2 2005Apr 7 2005

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

ConferenceConference on Human Factors in Computing Systems, CHI EA 2005
Country/TerritoryUnited States
CityPortland, OR
Period04/2/0504/7/05

Keywords

  • Collaborative computing
  • Educational applications
  • Online communities
  • Tangible user interfaces
  • Teaching tools

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